WHY ALL ADICTED TO GAMING

 

  • Introduction  

 The origin of game addiction started with evolution and ease in  access  of  technology. By  Addiction is  any compulsive  activity  or  involvement  which  decreases  a person's ability to deal with other aspects of his life to a point where  the activity  or involvement  comprises  the  dominant source  of  emotional  reinforcement  and  identity  for  the person.

Addictive behaviors are irresistible, repetitive and may even be harmful. Some examples include  gambling, internet  use, shopping,  online  game  playing  and  eating disorders.  Such  behavioral  addictions  resemble each  other psychologically  and  often  show  similarity  with  substance addiction

Online  game  playing  is trendy  and  adopted  activity followed by kids  of this generation. Even though the elders are also not an exception in  this. Good  aspects include the mental exercise  and training, improvement in  recursive and proactive  thinking,  increase  in  amiability,  enhanced interpretability,  and  increase  in  mental  activity.

 

         

 

These developments have led to the recognition of Gaming disorder (sometimes termed “video game addiction”)—a disorder characterized by persistent gaming, impaired control, and functional impairment.  The two major diagnostic systems for mental disorders, the DSM-5 and ICD-11, have recognized gaming as a disorder and advocated for the need to better understand this condition. In the case of the DSM-5, gaming disorder is listed as a condition for further study, not an official disorder. However, Gaming disorder (GD) has recently been included in the forthcoming ICD-11. For simplicity, this chapter will refer to gaming disorder to refer to the broad collection of terms used in the literature to refer to the most extreme patterns of gaming-related problems as described in the DSM/ICD. Definitions of GD refer to “persistent and recurrent use of the Internet to engage in games, often with other players, leading to clinically significant impairment or distress” (APA, 2013, p. 795). In the DSM-5, GD is indicated by meeting five or more of the following criteria (which are similar to gambling and substance disorders) in a 12-month period:

  • Preoccupation. Thinking about previous gaming activity or anticipation of playing the next game; Internet gaming becomes the dominant activity in daily life.

  • Withdrawal. Symptoms typically including irritability, anxiety, or sadness when Internet gaming is taken away, but there are no physical signs of pharmacological withdrawal.

  • Tolerance. The need to spend increasing amounts of time engaged in Internet games.
  • Loss of control. Unsuccessful attempts to control the participation in Internet games.

  • Loss of non gaming interests. Loss of interest in previous hobbies and entertainment as a result of  and with the expectations of Internet games.

  • Gaming despite harms. Continued excessive use of Internet games despite knowledge of psychosocial problems.

  • Deception of others about gaming. Deception of family members, therapists, or others regarding the amount of Internet gaming.
  • Gaming for escape or mood relief. Use of Internet games to escape or relieve a negative mood.

  • Conflict/interference due to gaming. Has  jeopardized or lost a significant relationship, job, or educational or career opportunity because of participation in Internet games.

 

  • World Health Organization

The World Health Organization (WHO) had proposed and later included "gaming disorder" in the 11th revision of the International Statistical Classification of Diseases and Related Health Problems (ICD-11), released in June 2018, which was approved by the World Health Assembly in May 2019.[4][18][19] the use and enforcement of ICD-11 is expected to start on 1 January 2022.




Conclusion and Future  Quantitative approach can help  to remain  in flow  state and enjoy game without being addicted.  Lack of  quantitative  Techniques  for  Assessment.  Increasing number  of  addiction  patients  in  playing  games.  Flow  is needed  to be  separated  from  addiction  to  use  games  for education purpose to maximize human brain function, at the same time we have to avoid the addiction.  There  are  several  methodological  constraints  in  gaming addiction research to  date, one of the most important being that the majority of research depends on survey assessments. Self-reporting techniques  and retrospective  assessments rely exclusively  on  the  data  limits  and  the  reliability  of  self-description of an individual's feelings and moods. There is a need  for  physiological  techniques  by  which  objective observations  of  gaming  behavior  can be  more  genuinely understood the benefits of being in a state of “flow” while avoiding the state of addiction.

 

 

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